﻿////////////////////////////////////////////////////////////////////////////////////
//  CameraFilterPack v2.0 - by VETASOFT 2015 //////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////

Shader "CameraFilterPack/Drawing_Comics" {
	Properties 
	{
		_MainTex ("Base (RGB)", 2D) = "white" {}
		_TimeX ("Time", Range(0.0, 1.0)) = 1.0
		_Distortion ("_Distortion", Range(0.0, 1.0)) = 0.3
		_ScreenResolution ("_ScreenResolution", Vector) = (0.,0.,0.,0.)
		_DotSize ("_DotSize", Range(0.0, 1.0)) = 0
		_ColorLevel ("_ColorLevel", Range(0.0, 10.0)) = 7
}
	SubShader 
	{
		Pass
		{
			ZTest Always
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma fragmentoption ARB_precision_hint_fastest
			#include "UnityCG.cginc"
			
			
			uniform sampler2D _MainTex;
			uniform float _TimeX;
			uniform float _Distortion;
			uniform float4 _ScreenResolution;
			uniform float _DotSize;
			uniform float _ColorLevel;
		
		       struct appdata_t
            {
                float4 vertex   : POSITION;
                float4 color    : COLOR;
                float2 texcoord : TEXCOORD0;
            };
 
            struct v2f
            {
                  half2 texcoord  : TEXCOORD0;
                  float4 vertex   : SV_POSITION;
                  fixed4 color    : COLOR;
           };   
             
  			v2f vert(appdata_t IN)
            {
                v2f OUT;
                OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
                OUT.texcoord = IN.texcoord;
                OUT.color = IN.color;
                
                return OUT;
            }


float4 frag (v2f i) : COLOR
{
	float3 color = tex2D(_MainTex,i.texcoord);
	
	float3 brtColor = color;
	color = smoothstep(_DotSize, 0.1+_DotSize, color.r);
	
	float3 color2 = lerp(float3(0.5,0.5,0.5), lerp(float3(0, 0, 0), brtColor, 8.88), 8.39);
	if ((color2.r>0.9) && (color2.g<0.4) && (color2.b<0.4))
	{
		color.rgb = float3(1.,0.,0.);
	}
	
	
	
	return float4(color,1.);

	
			
}
			
			ENDCG
		}
		
	}
}